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Pattern Languages For Interaction Design
by Victor Lombardi
| 0 4. 24.00 | report 15
a publication of th e science departme nt
…The language, and the processes which
stem from it, merely release the funda-
mental order which is native to us. They
do not teach us, they only remind us of
what we know already, and of what we
shall discover time and time again, when
we give up our ideas and opinions, and
do exactly what emerges from ourselves.
- Christopher Alexa n d e r, The Timeless Way of Building
tern, "Opening to the Street," is illustrated
with a photograph and begins with the
essence of the pattern: "The site of action
is an incentive for action. When people
can see into spaces from the street their
world is enlarged and made richer, there is
more understanding; and there is the pos -
sibility for communication, learning."
Notice his description focuses on the
human experience. Next is a detailed elab-
oration of this scenario, including a report
of his observations and other architectural
references. The pattern continues with a
solution: "In any public space which
depends for its success on its exposure to
the street, open it up, with a fully opening
wall which can be thrown wide open, and
if it is possible, include some part of the
activity on the far side of the pedestrian
path, so that it actually straddles the path,
and people walk through it as they walk
along the path…" He concludes the pat-
tern with a line drawing and a list of relat-
ed patterns.
user interface designers but actually
through the efforts of the programming
community. The method of documenting
invariant problems paired with their corre-
sponding solutions was a convenient way
to express repeating programming tech-
niques. Additionally, the concept of asso-
ciating these patterns in the hierarchical
structure of a pattern language translated
into interesting parallels for object-orient-
ed software design. The most notable
expression of design patterns in the soft-
ware field is the landmark book, Design
Patterns, by Gamma et al.
Introduction
In the late 1960s Christopher Alexander
and his associates embarked on a search
for a new method of architecture and
planning, studying how people interacted
with physical spaces. Several years later
they published a series of books describ-
ing this new method. With philosophy and
writing of soaring beauty, Alexander posits
that our lives consist mainly of patterns of
"A pattern language is
nothing more than a pre-
cise way of describing
someone's experience..."
-Christopher Alexander
"The pattern discipline
has become one of
the most widely
applied and important
ideas of the past
decade in software
architecture and
design." -James Coplien
James Coplien of Bell Laboratories com-
ments, "Focusing on objects had caused
us to lose the system perspective.
Preoccupation with design method had
caused us to lose the human perspective.
The curious parallels between Alexander’s
world of buildings and our world of soft-
ware construction helped the ideas to
take root and thrive in grassroots pro-
gramming communities worldwide. Th e
pattern discipline has become one of the
most widely applied and important ideas
of the past decade in software architec-
ture and design."
When writing his patterns, Alexander care-
fully selected the level of abstraction. The
patterns are concrete enough to use as
rules of thumb with good results, and yet
are sufficiently abstract to apply to count-
less situations, with an almost infinite vari-
ety of results.
A group of related design patterns are
referred to as a "pattern language." The
particular pattern language Alexa n d e r
wrote spans the entire scale of architec-
ture, from "Agricultural Valleys" to "Street
Cafes" to "Alcoves." But this language is
only one example; his hope is that every
living society and to some extent every
individual will identify their own pattern
language and use it to design their envi-
ronment.
events, and that architecture which sup-
ports these patterns helps us feel more
"alive" or "whole." He says, "A pattern lan-
guage is really nothing more than a pre-
cise way of describing someone’s experi-
ence of a building." This approach of
focusing on people relates directly to the
Razorfish philosophy of creating user
experiences.
The software community started a series
of Pattern Languages of Programming
conferences to further creation and use of
design patterns. It was in these confer-
ences that design patterns were first cre-
ated for interaction design.
Pattern Languages
in Computer Science
The concept of pattern languages crossed
over to the computer science field not via
Pattern Languages
for Interaction Design
There is a small, active community of inter-
action designers around the world cur-
Alexander recorded his observations in a
format called "design patterns" which
summarize the context of a problem and
its solution. For example, one design pat-
787884649.006.png 787884649.007.png 787884649.008.png 787884649.009.png
Pattern Languages for Interaction Design
rently creating design patterns and exper-
imenting with their use. An example is
Common Ground, a user interface pattern
language created by Jenifer Tidwell at the
M a s sa chusetts Institute of Te ch n o l o g y.
Here is a summary of one of her patterns:
Pointer Shows Affordance
Examples:
• Finger pointer over a hyperlink, especially
pictorial links
• Buttons whose borders change when
you point to them
tion enables designers to use this design
pattern repeatedly while never duplicating
the details of implementation.
ing, by helping designers form educated
design choices at the beginning of a project.
The Challenge
At the Object-Oriented Programs,
Systems, Languages, and Applications
conference in 1996, Christopher
Alexander lamented that architects still do
not create in a generative way through
observation of human experience. He
pointed out that the spread of computers
effectively increases the influence of com-
puter professionals in a way that could
prove more important to human experi-
ence than architecture. He ch a l l e n g e d
software professionals to create the "nat-
ural, genetic infrastructure of a living world
which you/we are capable of creating,
managing, making available, and which
could then have the result that a living
structure…becomes an attainable thing."
"Focusing on objects
had caused us to
lose the system per-
spective.
Preoccupation with
design method had
caused us to lose the
human perspective."
-James Coplien
Context: The artifact contains a pointer, or
"virtual fingertip" (mouse or pen point, for
instance) that is the focal point for the
user’s interaction with the artifact…
Problem: How can the artifact indicate
that an entity represents an action that the
user may take?
Benefits
Interest in pattern languages for computer
interaction design continues to grow for
several reasons. First, design patterns pro-
vide an accessible format to document
design knowledge on a personal, project,
or organizational level, creating a com-
plete but accessible reference source.
Design patterns elegantly summarize a
problem, context, examples, and solution
in a format that is more rigorous than a
heuristic and more accessible than a
library of design books.
Forces: Static affordances aren’t always
enough to indicate the presence of a
m a n i p u l a table control, especially when
space is tight or when an esthetic design
is of paramount importance.
for more information
Alexander, Christopher.
The Timeless Way of Building. Oxford
University Press, 1979.
Solution: Change the affordance of the
thing as the pointer moves over it. This can
be done by changing the pointer to com-
municate what action can be performed or
by changing the artifact to make it stand
out perceptually…
Alexander, Christopher.
A Pattern Language: Towns, Building,
Construction. Oxford University Press,1977.
Second, the format of design patterns
facilitates communication with other par-
ticipants of a design project. Because
design is a distributed social process,
effective communication plays an impor-
tant role.
Alexander, Christopher.
The Origins of Pattern Theory: The Future
of the Theory, and the Generation of a
Living World.
http://www.computer.org/software/
so1999/s5071abs.htm
Tidwell concludes this pattern with the
resulting context, an illustration, refer-
ences to related patterns in her language,
and examples of well-known interface
designs. This pattern contributes to a pat-
tern language spanning all of user inter-
face design, including patterns such as
"Background Posture," "Status Display,"
and "Progress Indicator."
Erickson, Thomas.
The Interaction Design Patterns Page.
http://www.pliant.org/personal/
Tom_Erickson/InteractionPatterns.html
Third, pattern languages serve as a tool to
practice actual design. They move the
designer to an abstract level to help
escape repetition and encourage innova-
tion. Because design patterns transcend
particular implementations, they assist the
designer in moving easily among plat-
forms, devices, and media (visual, audito-
ry, haptic, etc.). When used as a toolbox of
t e chniques, design patterns can lower
costs, in terms of time and usability test-
Gamma, Erich, et al.
Design Patterns: Elements of Reusable
Object-Oriented Software .
Addison-Wesley, 1995.
This pattern language shows consistency
with Alexander’s ideas in several ways: the
focus on human interaction, the format
that includes a problem, context, and solu-
tion, and the composition of a language
describing human behavior within an envi -
ronment. Additionally, the level of abstrac-
Tidwell, Jenifer.
Common Ground: A Pattern Language
for Human-Computer Interface Design.
http://www.mit.edu/~jtidwell/
interaction_patterns.html
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